fix(Core/Packets): sending item's random property in a few packets (#6193)
- Closes #4843
This commit is contained in:
@@ -26832,7 +26832,7 @@ void Player::BuildEnchantmentsInfoData(WorldPacket* data)
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data->put<uint16>(enchantmentMaskPos, enchantmentMask);
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data->put<uint16>(enchantmentMaskPos, enchantmentMask);
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*data << uint16(item->GetItemRandomPropertyId()); // item random property id
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*data << int16(item->GetItemRandomPropertyId()); // item random property id
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*data << item->GetGuidValue(ITEM_FIELD_CREATOR).WriteAsPacked(); // item creator
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*data << item->GetGuidValue(ITEM_FIELD_CREATOR).WriteAsPacked(); // item creator
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*data << uint32(item->GetItemSuffixFactor()); // item suffix factor
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*data << uint32(item->GetItemSuffixFactor()); // item suffix factor
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}
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}
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@@ -472,13 +472,13 @@ bool Guild::BankTab::WriteSlotPacket(WorldPacket& data, uint8 slotId, bool ignor
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{
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{
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data << uint32(0); // 3.3.0 (0x00018020, 0x00018000)
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data << uint32(0); // 3.3.0 (0x00018020, 0x00018000)
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if (uint32 random = pItem->GetItemRandomPropertyId())
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if (int32 random = pItem->GetItemRandomPropertyId())
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{
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{
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data << uint32(random); // Random item property id
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data << int32(random); // Random item property id
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data << uint32(pItem->GetItemSuffixFactor()); // SuffixFactor
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data << uint32(pItem->GetItemSuffixFactor()); // SuffixFactor
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}
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}
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else
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else
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data << uint32(0);
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data << int32(0);
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data << uint32(pItem->GetCount()); // ITEM_FIELD_STACK_COUNT
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data << uint32(pItem->GetCount()); // ITEM_FIELD_STACK_COUNT
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data << uint32(0);
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data << uint32(0);
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@@ -105,7 +105,7 @@ void WorldSession::SendUpdateTrade(bool trader_data /*= true*/)
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data << item->GetGuidValue(ITEM_FIELD_CREATOR);
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data << item->GetGuidValue(ITEM_FIELD_CREATOR);
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data << uint32(item->GetSpellCharges()); // charges
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data << uint32(item->GetSpellCharges()); // charges
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data << uint32(item->GetItemSuffixFactor()); // SuffixFactor
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data << uint32(item->GetItemSuffixFactor()); // SuffixFactor
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data << uint32(item->GetItemRandomPropertyId());// random properties id
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data << int32(item->GetItemRandomPropertyId()); // random properties id
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data << uint32(item->GetTemplate()->LockID); // lock id
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data << uint32(item->GetTemplate()->LockID); // lock id
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// max durability
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// max durability
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data << uint32(item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY));
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data << uint32(item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY));
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